Modern Warfare 3

Hey gamers! Today, I will be wrapping things up in my Modern Warfare commentary with my review of the third and final game in the MW series. Having just purchased it a few weeks ago, and played it through for the second time, I can honestly say that I was pretty pleased with it.

As the climax to the series, it was chock full of action and expanded on many of the strengths from the first and second games. And of course, it took things a step further from the last, developing the multiplayer and special ops features even more. This consisted of larger, more detailed environments, more immersive game features, and plenty of new weapons and added features. But of course, all of that takes a bit of a backseat, at least in this reviewers mind, to the plot.

Naturally, it had its share of drawbacks too, most which were similarly consistent with the previous installments. There were plot holes, some over-the-top elements, and an unnecessary scene (which, like last time, pushed the boundaries of good taste). But overall, I’d say it was a fitting and very fun final installment. But like I said, the plot first…

Plot Synopsis:
The story picks up where MW2 left off, with a grand introduction that lets the player know that they are now in the midst of World War 3. In fact, that’s probably one of the coolest aspects of the intro, where after a montage of chaotic scenes from the first two games, we see WW3, and then the first letter flips to reveal the title MW3. Effective, and accurate since the actions of Makarov and Shepherd in the last game led to an open state of war between the Russian bloc and the US.

The intro then extends to a movie/flash-back scene where what is left of Task Force 141 is heading to a field hospital run by Russian Loyalists in northern India. Things in this scene take place from Soap’s POV as Nikolai and Price are hauling him off the chopper and rushing to get him inside. All the while, Soap experiences flash-backs of everything that brought them to this point, including Zakhaev’s death, Makarov’s terrorist acts, and Soap killing General Shepherd. Price’s voice provides narration, saying how the actions of one man can change the world, even bring it all to the precipice.

Once inside, they begin fighting to save Soap’s life. However, matters are complicated when Makarov’s forces arrive on the scene hoping to take out Soap and Price and anyone helping them. Here, you play as Yuri, one of Nikolai’s men, and are tasked with defeating the assault with the help of a remote-controlled drone. Together, the four of you (Soap, Price, Nikolai and Yuri) escape together, as the last of the now-disavowed Task Force 141.

Cut to New York City, where the Russian offensive against the Eastern Seaboard continues. Here, you change POV’s to a member of Delta Force Team Metal named Frost, which is being sent in to Manhattan to take out a Russian jamming device which is preventing US forces from achieving air superiority.

The fight takes you through the streets of downtown Manhattan and into the NYSE, which is itself being occupied by Russian troops. Once you reach the roof and destroy the device, US air forces move in and take out the remaining Russian choppers and Migs, and you get to fly around in a Blackbird and gun some down yourself!

Next, your team joins a bunch of SEALS as you head underwater to take on the Russian fleet that is still occupying the East River. This journey involves traveling through the Lincoln Tunnel, now underwater, and then into the river itself, avoiding Russian mines along the way. Once you reach the sub and force it surface with some charges, board the sub and take out its crew, you set the sub’s ordinance to target all remaining Russian ships in the harbor and make a daring escape on zodiacs.

With this latest victory, the Russian assault on the US which began in MW2 is now defeated. Afterward, Russian President Boris Vorshevsky announces plans to make peace with the United States at a summit in Hamburg. However, Makarov’s men hijack the president’s airfcraft, causing it to crash land while you (playing from the POV of one of his protective detail).

Once on the ground, you and the other survivors rush to find him and his daughter, but Makarov arrives, taking the President hostage and shooting you. In your last seconds, you hear Makarov demanding the launch codes to Russia’s nuclear stockpile, saying he will see Russia standing over Europe, even if it’s a pile of ash.

After recovering from his wounds, Soap and Task Force 141 proceed to Sierra Leone where they are told Makarov’s bomb maker is hiding. After fighting your way through the local villages, which are in the midst of being raided by local warlords, you find your way to the pick up point. Unfortunately, the shipment of chemical weapons is shipped out via helicopter seconds before you arrive. Price then calls up his contacts in the SAS, warning them that the targets are London, Paris and Berlin.

The POV once again shifts to an SAS unit in London which is tasked with raiding one of Makarov’s store houses along the Thames. After an intense chase, which takes you through the London Undergound and back up to Big Ben, the main attack (against Parliament) is thwarted. However, you soon learn that one of the other trucks made it to its destination nearby and is detonated, killing hundreds of people in the immediate vicinity. Similar detonations happen in Berlin and Paris, paving the way for a Russian invasion and World War III.

Team Metal is then sent to Hamburg to rescue the US Vice-President who is still there. The invasion scene calls to mind COD’s many awesome recreations of historic WWII battles, in particular D-Day. After landing on the riverfront and fighting your way up into the streets, you are to provide cover for the tanks as they make their ways down the boulevards to where the VP’s convoy got stranded. Also, you get to be a tank gunner in this mission (finally!), and take out enemy infantry while the M1A1 drives around and blasts the crap out of enemy vehicles.

Meanwhile, Task 141 heads to Somalia to track down a local warlord who was also involved in the shipment of the chemical weapons. After taking him prisoner, Price learns the name and location of Makarov’s bomb maker – a man named Volk who is currently in Paris.

Task Force 141 heads there and teams up with the French GIGN to capture Volk, which involves making your way through some chemical-infested areas. After taking him prisoner, you are then required to get out of Paris before Russian troops can overtake you. Ultimately, this ends in a desperate airlift off of a bridge as the Eiffel Tower is bombed and falls in the distance.

Volk gives up Makarov’s location, who he says will in Prague for a high-level meeting . The next mission involves infiltrating the occupied city with the help of an old friend – the Loyalist commander Kamarov (not to be confused with Makarov, damn anagrams!) As Yuri, you and Soap take up a sniping position in a church overlooking the hotel where the meeting is going down.

However, the op goes awry when Price gets inside and sees that Makorov has taken Kamarov (again, anagrams!) hostage and is onto them. He then sets off a series of bombs which kill Kamarov and blow up the bell tower, sending Soap and Yuri out the window and down onto a scaffolding.

Before the explosion, Makarov reveals that he knows Yuri, information which Soap gives to Price once the three make it to cover. Soap dies on a table from wounds sustained in the fall, and Price puts a gun to Yuri’s head and demands explanations.

Yuri then tells him that he used to be a soldier in Zakhaev’s army, whereupon he met Makarov. Through a series of flashbacks that show events from MW1 and 2, we see that Yuri was there with Makarov when Price shot his arm off outside of Pripyat in the early 90’s.

He was also there when Zakhaev detonated the nuke he gave to Al-Asad, destroying the capitol and killing thousands of American Marines and millions of civilians. Finally, he was there when Makarov and his men murdered hundreds of civilians in the Moscow International Airport. Yuri attempted to prevent the massacre, but was shot by Makarov beforehand, leaving him to die amongst his many other victims.

Having heard all this, Price decides to let Yuri live and begins planning an assault on Makarov’s fortress in the Czech Republic. As Yuri, you storm the old castle and learn that Makarov is holding Russian President Vorshevsky captive and is seeking to capture his daughter who is in Berlin. Rescuing her becomes a priority now, as the President continues to refuse to hand over the launch codes, but wis likely to reconsider if Makarov threatens to kill his daughter. Yuri and Price destroy the base and relay the information to Team Metal.

Switching back to Frost’s POV, you and your team are now responsible for fighting your way through Berlin, which is still contested, and finding the President’s daughter before Makarov’s men do. In the course of this mission, things go sideways, Frost is killed, and the President’s daughter is taken.

However, they are tracked to a Siberian diamond mine where Makarov’s men are also holding the President. A joint strike is planned to rescue both from the mine, which succeeds, even though Metal’s team leader (Sandman) is forced to stay behind and sacrifice himself.

With the Russian President and his daughter alive and well, he travels to D.C. where a truce is declared and all forces with withdrawn. WWIII is over, but PRice is still determined to find Makarov and make him pay for his crimes. In a final mission, he and Yuri travel to hotel in Dubai where they learn Makarov is staying. Now, as Price, you and Yuri break into the buidling wearing Juggernaut suits and fight your way to Makarov on the top floor.

In the ensuing chase, Yuri is impaled and he and Price lose your armor. Price then corners Makarov on the roof as he attempts to board a chopper and the two fight. Makarov gets the upper hand and nearly shoots Price, but Yuri manages to intervene and is shot dead by Makarov. Enraged at the loss of another comrade, Price grabs a hold of Makarov and beats the holy hell out of him.

Realizing that they are also lying on a glass roof that is about to break, he ties the chopper’s metal line around his neck and falls through the roof with him. Makarov is hung while Price falls to a landing below. With Makarov dead and his work done, he pulls himself up and lights a cigar. Mission accomplished!

Summary:
First off, let me just say that this game is stupid-fun! I mean, holy shit, the action and intensity! Boom! Boom! Explosions! Russians! Thugs and militiamen! Urban warfare and infiltration, predators and submarines! Yeah, it was pretty damn bad-ass. They essentially took what they started in MW2, which was to push the boundaries by putting war directly on American soil, and pushed it that extra mile. That was the aim of course, picking up where the last left off with World War III in the wings.

And they expanded on the warfare by adding new environments, most of which involved destroying landmarks and historic places! And there new twists on the available missions, involving underwater infiltration, working with local resistance, tank gunning and wearing a Juggernaut suit. And like last time, they threw in the AC-130 gunships and predators, giving you the ability to deal death from above. Always nice! On top of that, they really went the extra mile to mix up the action. Fighting aboard a jet airliner while it’s in a nose dive, effectively leading to a zero-g gunfight.

As for the multiplayer and special ops, things are similarity awesome. The multiplayer feature has been upgraded with new weapons, new game profiles, and more options, all taken to the extreme! Endless hours of entertainment are available here for those who have a fast machine and internet connection. As for the special ops, things are much the same, but with some noteworthy additions. For example, in the special ops section, there’s the added Survival option alongside the usual Mission feature. In the former, you fight in different environments against increasingly difficult enemies, each win allowing you to upgrade your weapons and options. In the latter, you’re doing much the same as in game two, fighting in different scenarios with different goals, unlocking new missions as you go

I also enjoyed the flashbacks, where material from the first and second installment was included. It was pretty seamless they way they did that. It even added some explanations and background which added a moment or two of plausibility to the plot. Providing Makarov with a dossier was something they neglected to do in the second game, which left a lot of questions of where he came from and why he was conducting terrorism against his own people, especially since the Ultranationalist are supposed to be in charge at that point.

But of course, there was some problems in and around all that. For one, the game shifts locations so often that you really begin to question how the main characters are able to move so much. Especially Task Force 141; how do they get from India to Sierra Leone to Somalia to Europe to Siberia with such ease? All this feels highly unrealistic, especially since this Task Force has been disavowed and don’t have access to government resources anymore. Is Nikolai flying them everywhere? How is he able to do this? What kinds of resources does this guy have?

And for that matter, there’s the issue of Makarov. In this game, his abilities and resources are even more staggering than in the last one. Isn’t this guy supposed to be a freelance terrorist? How then is he able to find an endless supply of men, guns, choppers and chemical weapons to fund his crusade against the west? In Zakhaev’s case, it was understandable. He was leader of a Russian Ultranationist faction in the middle of a civil war. He had almost half the resources of the Russian military at his disposal, including a nuke or two.

But as I recall, his movement went on to win power after he was killed. After that, Makarov took his place and continues the campaign, clearly not happy with the extent to which the Russian government has gone and wanting it to go further. Makes sense, and since General Shepherd was helping to create WWIII, some of what he pulled of in MW2 made sense. But this time around? The way he is able to always get away, take the Russian President hostage, allude the SAS and Task Force 141, and start WWIII is all kind of ridiculous. It’s like the Joker in The Dark Knight, where the villain has some massive master plan and is somehow prepared for everything.

And there was a small trace of the same controversial aspect that made MW2 a bit iffy. This time around, they avoided the scenes of big shoot ups in crowded airports. Most importantly, you aren’t the one doing it! I still don’t get that, that was messed up! However, there is the one scene where you watch one of the chemical bombs going off in the middle of a London street. It all takes place from the POV of a father who’s recording a video of his wife and little daughter as they walk along the sidewalk and point to Big Ben. Then boom! The truck blows up, and the little girl and mother are the first to die. It’s not gruesome or graphic, but what the hell? Was it really necessary to illustrate how bad the bad guys are? We already know they’re setting off bombs in civilian centers and shot up an airport. What else needs to be said?

In the end, the weaknesses smack of a plot where the creators are trying too hard. More action, more locations, more twists, more adventure. It all makes for a pretty skookum gaming experience, but it’s not what you’d call in-depth, and it’s definitely not what you call realistic. But of course, all that can be overlooked the moment you remember that it’s a first-person shooter! Be thankful you get a plot at all, fool! Now get back to shooting stuff and blowing shit up!

Happy Hunting!

Video Game Review: The Modern Warfare Series

Morning all, or afternoon or evening as the case may be. Lousy time zones! Today, I thought I’d get back to my promise of reviewing video games by tackling a series I’ve been wanting to get into for some time. Like most geeks, and just about all guys, I am a fan of first person shooters. Not the violence for violence’s sake type that emerged en masse after the release of Doom, mind you, but the kind’s that used the platform creatively and intelligently.

Which is one thing I always liked about Call of Duty and similar franchises. During the early millennium, it was one of many WWII-era FPS games that sought to reenact history’s greatest war by giving players a first-person perspective on the whole thing. Over time, the depictions became more and more realistic, and embraced more theaters and battles that aren’t usually addressed in popular culture.

And after three incarnations of WWII, the makers naturally decided it was time to make a game that dealt with combat in the modern era, that took advantage of the all the recent developments in firearms, aerial drones, night vision, thermal vision, and other assorted high-tech devices. In short, they thought it would be cool to have players running around with the latest toys and shooting things up in an up-to-date simulation.

However, in this case, the designers also were required to come up with a modern storyline that would reflect the attitudes of today’s military planners and the situation we know find ourselves in. Unlike the other games, whatever story they came up with would be fictitious and speculative for the first time ever. And, in my humble opinion, this is where they were just the slightest bit weak. Sure, Modern Warfare 1, 2 and 3 do have some rather kick-ass gameplay and an intense storyline to them, but they aren’t exactly realistic.

To demonstrate why, let me get to the first game in the series…

Call of Duty 4: Modern Warfare:
Released in 2007, Modern Warfare was one of the critically acclaimed and well received games of all time. Whereas the Campaign Mode of the game (i.e. single player) was lauded for its intensity and immersive quality, it was the Multiplayer that really wowed critics and gamers alike. Unlike previous COD games, the additional features, such as the ability to call in air strikes and helicopters, as well as unlocking new weapons and types of camouflage, was entirely new.

In fact, GamePro magazine even compared the multiplayer aspect favorably to Halo 3, a franchise that was yet to be rivaled by anyone! And personally, I think gamers enjoyed the ability to play a game that features weapons and tactics they know to be current and real, and not lasers, BFG’s or antiquated weapons. But of course, there was far more to this game than just the gameplay, which I shall get into now…

Plot Synopsis:
The story is a familiar one, one which has been told many times over since the end of the Cold War. And for the sake of the game, it comes in two separate strands which invariably come together towards the end. In the first, Russia has fallen into a state of civil war with the rise of an ultra-nationalists front who are led by a former communists named Imran Zakhaev. He who wants to return Russia to its Soviet past,

In the second strand, a militant Salafist regime led by a man named Khaled Al-Asad has seized power in an unnamed Middle Eastern nation and is apparently being backed by the ultra-nationalist Russians who is sending them nukes. This is apparently a move on behalf of Imran Zakhaev to divert attention from his civil war, and its works!

Yes, this too is a familiar tale, the kind of thing that Israeli and US policymakers have nightmares about. But like I said, the identity of this nation is never specified. One minute things are taking place near Mecca, Saudi Arabia; the next, in Basra, Iraq. Yeah, not doing much to dispel the notion that all Arab nations are the same, dude!

And so the two threads unfold, with you playing as both the British SAS (Special Air Services), who are busy trying to stop the exchange of nukes. After a failed attempt to stop the shipment of one, you are sent to Russia to team up with with Loyalist forces and rescue a contact named Nikolai, a recurring figure in the MW series.

Things then switch over to the US perspective, where you are a Marine Lieutenant Vasquez who is part of the US invasion of the unnamed Middle Eastern nation. In the initial invasion, your Marine unit searches for Al-Asad in the capitol’s tv station, but is too late to retrieve him. As operations progress in the capitol, the warning comes in that Al-Asad has a nuke and is preparing to set it off. All units begin to evacuate, but your unit doesn’t make it out before the blast!

Back in Russia, the SAS manage to finally track down Al-Asad who appears to be hiding out in a safehouse in Azerbaijan. After working him over, he recieves a call from Zakhaev, and the SAS team leader, Captain Price, shoots Asad and explains who Zakhaev is. Apparently, he performed a “wetwork” mission against Zakhaev back in the early 90’s, shortly after the fall of Communism when Zakhaev was just another revisionist trying to get his hands on nuclear material in the abandoned town of Pripyat, Ukraine (outside of Chernobyl). In the course of the mission, Price managed to take down Zakhaev, but instead of delivering the fatal bullet, merely cost him an arm.

Now, years later, it is time to finish the job. With Al-Asad dead, Zakhaev and his forces have managed to seize a major Russian missile silo and are threatening to launch the nukes. When his son, whom the SAS try to seize in order to gain some leverage over him, commits suicide to avoid capture, he goes over the edge and orders the launch. At this stage in the game, you are now part of a joint operation between the US Marines and the SAS and your job is to storm the silo and input the countermand codes before the nukes reach the Eastern Seaboard.

Once that is done, you and your team begin to beat a hasty retreat and are pursued by Zakhaev’s men. The mission then ends with a tense final showdown where you are required to take out Zakhaev with a handgun while he and his men have you cornered and try to finish you off. The good ol’ Russian Loyalists then arrive on scene to medevac you and your friends to safety.

Good Points and Bad:
Like I said already, the gaming experience of this installment in the COD series is pretty badass. Picking up where COD: World at War left off, you have the ability to call in air strikes by “painting” targets with a designator, something that wasn’t available in the first three installments. Second, the use of modern weapons, from M4’s, SAW’s, M203s, RPG’s, AK’s, Flashbangs, Claymores, Suppressors, SPAS-12’s – the list goes on! – is quite cool. Not to mention the scene where you are able to take control of an AC-130 gunship, watching a theater of engagement from above through thermal scopes and be able to bombard targets with either a minigun, a bofors cannon, or a 105mm howitzer.

This idea, incorporating the latest in weapon’s technology, is something which every MW installment adds to in it’s own way, combining the speculative with the current and cutting edge. In this installment, they kind of kept it to the current and tried and true, but it was still fun. As a geek and guy, I was familiar with many of these pieces of kit already, thanks to years of reading up on them and watching TV programs about war. Being able to use them in a gaming environment was pretty sweet!

As for the weak stuff, well I’ve mentioned that already… For one, the story is a kind of predictable and tired one, one which the makers clearly knew the audience would buy into. For almost two decades now, fiction writers and amateur analysts have been saying that it’s only a matter of time before some Middle Eastern regime gets its hand on a thermonuclear device and tries to use it on Israel or US forces. And in every version of this scenario, it’s always Russia that gives it to them, mainly because it’s been theorized that the Russians are not in control of their stockpile of nukes or would be willing to sell them for cheap.

I’m bothered by the reiteration of this story for the simple reason that it’s both stupid and terribly cliched. It’s a well known fact that after the fall of the former USSR, Russia took great pains to make sure it got all its nukes back from its former allies and that those nukes are all accounted for and have been under lock and key for the past twenty years. What’s more, Russia is not run by total freaking morons. They know that if they tried to sell any nukes to a Middle Eastern country, or any regime for that matter, that they would be inviting sanctions, embargoes and even open war on themselves. In the wake of the Cold War economic collapse Russia went through and the rise of a privatized, investor-based economy, this is not something they can afford.

Also, with every spy agency in the world – the CIA, MI6, the Massad, and the KGB – and countless bodies like the UN, NATO,  and the Atomic Energy Commission watching them, no Russian general who might have access to the nuclear stockpile would ever be dumb enough to try and negotiate a private sale. No matter how much money was in it for them, they would know that to steal a Russian-made nuke would put them in the cross hairs of every “wetboy” (i.e. assassin-spy) on the planet! There would literally be no place in the world where they would be safe. What’s more, the idea that any Middle Eastern regime would become an instant threat if it got a nuke is also ridiculous.

Since 1992, Israel and the US have maintained the position that if Iran, Syria or any other Middle Eastern nation that has not signed a peace treaty with Israel got a nuke, they would attempt to use it. Just how stupid do they think Arab nations are? Israel maintains a stockpile of over 200 nukes and the US has one that numbers in the thousands. Once said Arab regime used this one nuke and took out a single city, they would be nuked several hundred times over, their country completely obliterated in the process. Does anyone really believe that any nation would be willing to watch all of its citizens die just for the sake of some measured revenge? I certainly hope not! The only reason why this notion is taken seriously at all is the fact that decades of inaccurate portrayals, propaganda and bigotry have led many people to believe that Arabs and Muslims are viscous, crazy, hateful people who’ll stop at nothing to kill Christians, Americans and Jews.

And yet, the fiction of this idea persists, mainly because it’s the only way writer’s like Tom Clancy can keep outputting spy novels in the post-Cold War era. His book Op Center was based on this very idea, of a Russian general who sells a nuke to some Middle Eastern terrorist for a small fortune. The plot of The Peacemaker was also built around this very same concept, and in the movie Broken Arrow it is openly said that anyone wanting nukes could just got to Russia, where they would “give you a half dozen for the price of a BMW”. Bullshit, man! If it’s such a plausible scenario, then why hasn’t it happened already? For the same reason that WWIII has not happened, and that is, once again, that no one is willing to risk total annihilation for the sake of politics or ideology.

But I can understand why they took this approach. Again, in the post-Cold War era, there aren’t really a lot of stories that provide the same interest and intensity as the potential for nuclear war. But it does demonstrate just how tired and unrealistic this plot device has become. And the only reason I labor the point is because it only gets more like this the longer the franchise goes. It capitalizes on the fact that the American public really doesn’t know that much about the world or its people, and are willing to believe various doomsday scenerarios because they’ve been so inundated with them by movies and fiction for so many years.

But how else are you going to create a fun and accessible WWIII scenario?  An in the end, it doesn’t take away from the awesome gaming experience that Modern Warfare truly is. Stay tuned, up next, the sequel!